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DreadVile Registered User
Joined: 22 Sep 2001 Location: Las Vegas, NV Posts: 250
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Posted: Wed Oct 31, 2001 8:55 pm Post subject: |
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I was on there today and was building MGs. Just wondering, also someone else asked about it.
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Rata-tat-tat Server Admin
Joined: 29 Aug 2001 Location: Houston, Texas Posts: 449
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Posted: Thu Nov 01, 2001 12:07 am Post subject: |
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I like the new guns and such puts more of a edge on the game just a lil somethen more to watch out for |
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DreadVile Registered User
Joined: 22 Sep 2001 Location: Las Vegas, NV Posts: 250
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Posted: Thu Nov 01, 2001 12:40 am Post subject: |
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I know all about that...but the news said 3 and 4 are going to be NTF and 2 will be Normal. I don't mind tha tstuff at all just wondering
_________________ Clatto Verata N... Necktie... Nickel... It's an "N" word, it's definitely an "N" word! |
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Pornstar Registered User
Joined: 12 Aug 2001 Location: Arlington, TX Posts: 1153
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Posted: Thu Nov 01, 2001 2:33 am Post subject: |
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I like some of these parts of the Mod, but since I play spy majority of the time I must complain. These Telsa or spring looking guns got to go. It is impossible to play as a spy since they can detect you no matter what. This takes away from being able to play the game to its fullest. One round of play on offense the defense had two to three of these up along with three SGs. They held the ground over whelmingly since nobody was able to get any angle on the defense. I know that skill should prevail, but I feel this new gun makes the field of play unfair. |
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KillerRoofcutter Server Admin
Joined: 11 Sep 2001 Location: um in virtualcity :O Posts: 1562
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Posted: Thu Nov 01, 2001 9:30 am Post subject: |
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I agree PornStar When I try to cap 3 the tesle coils charge and shot to fast for you to be able to destroy them.
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ROOFCUTTER Server Admin
Joined: 12 Aug 2001 Location: =USV= Posts: 9271
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Posted: Thu Nov 01, 2001 9:33 am Post subject: |
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Whats the recharge rate on them? After a discharge they need to recharge. I think it may take teamwork to get by them.
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KillerRoofcutter Server Admin
Joined: 11 Sep 2001 Location: um in virtualcity :O Posts: 1562
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Posted: Thu Nov 01, 2001 9:58 am Post subject: |
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Well this is what happens to me my team does not go out when I go out it is charged.
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Rata-tat-tat Server Admin
Joined: 29 Aug 2001 Location: Houston, Texas Posts: 449
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Posted: Thu Nov 01, 2001 12:27 pm Post subject: |
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I beleive there arnt enough checks on spys and adding this little obstical increases the amount of skill that is needed to play the spy rather then sticking people in the back without warning
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Greebo Server Admin
Joined: 19 Jul 2001 Location: Scotland Posts: 1673
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Posted: Thu Nov 01, 2001 1:11 pm Post subject: |
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Nononono Rata - this is OTT.
In that if a spy can't get anywhere he is effectively useless - spy is hard enough as it is these days - you just don't want em stabbing you in the back.
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John Doe Server Admin
Joined: 12 Aug 2001 Location: Edmonton, AB Posts: 4979
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Posted: Thu Nov 01, 2001 1:12 pm Post subject: |
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The NTF mod does give more power to a engy, but they were always a weak class and and were always the victim of those pesky spys. I think the Telsas and other Multiguns just help to protect the engy more.
Of course if you get a collection of SG's & Telsas at 3 its hard to get that CP without good teamwork. But it is possible if your team works together, you need to go in in groups for the attack, individual efforts are usually wasted. You need to do group spamming of grenades, pipes, and anything else you can toss in there to destroy the telsas, then the spys can work on the SGs that remain. Also, dont forget to use your airstrikes, they are quite good at taking out groups of SG's & Multis.
I think the Airstrike balances out the Multis, but you have to have some skill to use it well.
So in conclusion attack as a group and you will be fine.
JD
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